Could always give the LT a white phosphorus grenade so he isn't just a sub-par rifle squad.
Alternatively you could replace the LT's BAR with a flamer. Since the LT is capped at one squad max there would be no danger of the kind of flamer spam that rifle company used to cause and the LT could clear buildings like a boss thanks to grenades/smoke (with grenade tech) and a flamer.
This wouldn't help super early game but would provide an option to consider when teching up.
USF building clearing
17 Feb 2016, 09:44 AM
#21
Posts: 656
17 Feb 2016, 09:51 AM
#22
Posts: 708 | Subs: 1
Just redesing usf, machineguns, mortars, snipers, everything what you want.
17 Feb 2016, 10:22 AM
#23
Posts: 248
No.
White phosphorus grenades on RE's would cause them to become too powerful, especially with veteran creep. BARS with phosphorus and the ability to volley fire and a potential 5 man squad?
It is just ridiculous how the WFA do not have a basic flamethrower.
Asymmetrical balance SeemsGood
White phosphorus grenades on RE's would cause them to become too powerful, especially with veteran creep. BARS with phosphorus and the ability to volley fire and a potential 5 man squad?
It is just ridiculous how the WFA do not have a basic flamethrower.
Asymmetrical balance SeemsGood
17 Feb 2016, 15:19 PM
#24
1
Posts: 1276
I think a WP nade or a flame nade would be just fine for USF. I think USF nade tech could use a slight cost reduction to 20 fuel to reduce the tech timing impact.
17 Feb 2016, 15:22 PM
#25
1
Posts: 1276
Could always give the LT a white phosphorus grenade so he isn't just a sub-par rifle squad.
Alternatively you could replace the LT's BAR with a flamer. Since the LT is capped at one squad max there would be no danger of the kind of flamer spam that rifle company used to cause and the LT could clear buildings like a boss thanks to grenades/smoke (with grenade tech) and a flamer.
This wouldn't help super early game but would provide an option to consider when teching up.
Nice idea cab, you would need to make sure the flamethrower doesn't drop as well and would take up either the Thompson slot or one of the BAR slots. Swapping the Thompson would be a better idea s the CPTN/LTN cost 50mp to gain that model.
Hell you could give them the rifle nade m1's from coh 1 if it helps them get a solid early game anti building counter.
17 Feb 2016, 15:53 PM
#26
Posts: 88
BannedI think a WP nade or a flame nade would be just fine for USF. I think USF nade tech could use a slight cost reduction to 20 fuel to reduce the tech timing impact.
Very good idea actually.
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